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// using System;
// using GAS.Runtime;
// using xFrame;
//
// namespace CoreGame.Render
// {
// [Serializable]
// public class TaskCastBackGunBullet : InstantAbilityTask
// {
// public string skillHurtIncExpr = "";
// public override void OnExecute(in TaskSpec self)
// {
// var ctx = self.abilitySpec.ctx;
// var owner = ctx.ownerEnt;
// var equipComp = owner.equips;
// if (equipComp == null)
// {
// XLog.LogDebug("TaskCastBackGunBullet ctx.ownerEnt is not a gun");
// return;
// }
//
// ref var gun = ref equipComp.GetNextSlotData();
// if (gun.equipEid == 0)
// {
// XLog.LogDebug("TaskCastBackGunBullet gun.equipEid is 0");
// return;
// }
//
// var gunEnt = Contexts.Combat.GetEntity(gun.equipEid);
//
// var gaParams = new GameplayAbilityParams();
// gaParams.skillHurtInc = (float)ExpressionEvaluator.CalcVal_WithCtx(skillHurtIncExpr, ctx, -0.5f);
// gaParams.element = (int)gunEnt.gunData.elementType;
// var shotSkill = GunSrv.TryActiveShotSkill(gunEnt.gunData, owner, gunEnt, gaParams);
// }
// }
// }